layout(invocations = 2) in;
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;

void main()
{  
  for(int i = 0; i < gl_in.length(); i++)
  {
    gTexCoord = vTexCoord[i];
    gl_Position = gl_in[i].gl_Position;
    gl_Layer = gl_InvocationID;

    EmitVertex();
  }

  EndPrimitive();
}
